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Freelancer Mod Studio - 1.2
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Freelancer Mod Studio - 1.2 |
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Not too shy to talk
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Official Page
Download Source Code Freelancer Mod Studio is a well-polished and powerful IDE for experienced as well as beginning modders. You can easily create and edit your mods by using the visual ini/bini-editor with unlimited undo/redo, powerful copy/cut/paste, multi-editing and 3D model view support. The implemented 3D system editor shows real Freelancer models and supports position/rotation/scale manipulation inside the editor. It is currently the best tool around to build the universe of your dreams. ![]() Dedicated to the Freelancer modding community.
Posted on: 2009/9/5 21:28
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Re: Freelancer Mod Studio (help requested) |
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Not too shy to talk
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Version 0.8.3 is up now which has a bunch of cool new features which were a ***** to do.
Download: here Changelog: here Quote: Version 0.8.3
Posted on: 2009/10/12 17:06
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Re: Freelancer Mod Studio (help requested, please) |
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Home away from home
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It's bad that nobody has replied so far.
Well done, stfx. I for one understand and appreciate your hard work and look forward to your finished work of art. The link above is broken at your website. Sorry I am not qualified to help, I am a highly-capable modder but a very lowly programmer. ![]()
Posted on: 2010/3/4 23:43
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"C" for "Caterpillar"... "Cool"... "Cheesey"! ![]() |
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Re: Freelancer Mod Studio (help requested, please) |
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Looking really good Keep up the good work and i hope it goes well. I cannot help as im not a programmer sorry.
Good luck though
Posted on: 2010/3/5 4:30
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Re: Freelancer Mod Studio (help requested, please) |
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Just can't stay away
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As you asked for responses here is mine:
1. I know how hard it is to keep a project going especially if you are alone, I did this with FLSES for some time. If it is too much take some weeks or days off, you don't have to do this, but it's very nice IF you do it! Always remember that! 2. Your Program looks great! I hope it will work as announced once it's finished, so I may finally get to the modding site of things. Keep up the good work! 3. I'm sorry I can't help you Programming, but even if I would know the programming language you use I don't have time for another Project, sorry. So I hope you'll find someone to help you with this Project, like I did for mine, it gives you new confidence, that's what I can tell you!
Posted on: 2010/3/5 20:30
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Re: Freelancer Mod Studio (help requested, please) |
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Just can't stay away
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2008/8/21 4:48 Group:
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Just wanted to say, I'd love to help but I'm already over committed. I have been watching the SVN repository though xD.
Great work. I think this will be the best thing since sliced bread.
Posted on: 2010/3/9 7:17
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Re: Freelancer Mod Studio (help requested, please) |
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Not too shy to talk
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Quote:
Hehe thats a pitty. But feel free to contact me as soon as you have time ![]() >>The link above is broken at your website. Working for me >>1. I know how hard it is to keep a project going especially if you are alone, I did this with FLSES for some time. If it is too much take some weeks or days off, you don't have to do this, but it's very nice IF you do it! Always remember that! Yeah but I think I will loose the interest in this project if it is taking too long... >>So I hope you'll find someone to help you with this Project, like I did for mine, it gives you new confidence, that's what I can tell you! I really hope so too
Posted on: 2010/3/9 14:06
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Re: Freelancer Mod Studio (help requested, please) |
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I know I can't help firsthand but I guess I can just give up the FLDev source since you've already either supplanted or equalled all the features I had planned or already have done. Would be useless to have two apps doing the same thing now wouldn't it?
I haven't been able to work on it in months anyways.
Posted on: 2010/3/9 14:59
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"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try." -Peggy Noonan |
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Re: Freelancer Mod Studio (help requested, please) |
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Home away from home
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FLDev -
Guys, please don't restrict any utilities to two-core cpus, FLDev takes ages to load its resources on my single-core cpu. And I'm not about to upgrade my machines just for FL utilities. Thanks.
Posted on: 2010/3/9 22:26
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"C" for "Caterpillar"... "Cool"... "Cheesey"! ![]() |
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Re: Freelancer Mod Studio (help requested, please) |
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Just can't stay away
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This is a great utility and hope you continue with its development. I have one suggestion for it though, i would really like the ability to add a single line to multiple entries in an ini file ie. i want to add explosion_arch = battledust to all my weapon entries without going through each entry and adding the line. Anyway, just a suggestion, good luck with this awesome project and ill be looking forward to its final release. BTW i second the keeping a single core version of the utility since loading FL-DEV really takes a long time on my system (and is very agrevating when i acidentally close it). Good Luck
![]() Ozed.
Posted on: 2010/3/10 5:47
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Re: Freelancer Mod Studio (help requested, please) |
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Not too shy to talk
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Quote:
That would be great. In what language did you write it? I am particularly interested in the algorithm of ressource dlls. Quote:
That is already possible. All you have to do is to select many entries and change the value in the property view. The value of every selected entry will be overwritten with your new value.
Posted on: 2010/3/10 16:05
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Re: Freelancer Mod Studio (help requested, please) |
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Starport Admin
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VC++ .NET. All the interfacing (INIs, CSVs, DLLs) is in a separate .NET DLL which should be easy to use in C#.
Posted on: 2010/3/10 16:11
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"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try." -Peggy Noonan |
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Re: Freelancer Mod Studio - 0.9.2 OUT (help requested) |
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Not too shy to talk
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Finally version 0.9.2 is online which has a 3D universe/system editor implemented.
Download: here Changelog: here Quote: Version 0.9.2
Posted on: 2010/3/14 16:22
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Re: Freelancer Mod Studio - 0.9.2 OUT (help requested) |
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Home away from home
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Hello stfx.
I think you have made a very good start for a very useful tool. Here is some initial feedback if I may... If you don't mind to improve it dramatically, would you spend the time to: 1. highlight all the applicable properties for the selected object, or grey out the ones that are not valid for it? 2. add drop-down option lists for all valid properties for the selected object? This will make it so much faster, if we don't have to look up the options for each property. I know this will be a lot of work and very tedious, unless you can create a way to read all properties for each object and all options for each property from all system ini files (and factions) into a database and show those options when the properties for a particular object are clicked in the editor? That would be absolutely fabulous. Questions please - 1. Why are New... Mod and Open... Mod... disabled? 2. Universe map - When I double-clicked on a system to select the system ini file for editing from there, FL Mod Studio crashed with message box "A critical error occurred. Do you want to post an issue report? Input string was not in the correct format." 3. When I opened shiparch.ini, all the sections are shown in Type order, with all [CollisionGroup] sections first, then all [Ship] sections, then all [Simple] sections, so the true file sequence is lost. They should be in line order please so we can see which [CollisionGroup] and [Simple] section is with which [Ship] section? The same for weapon_equip.ini, sections are listed by type instead of in line sequence. So same change is needed. And other files have the same problem again. 4. When editing loadouts.ini, for SECRET loadouts (wrecks) can we ensure that those loadouts cannot contain engine, shield, power, scanner or tractor options, because that causes errors? 5. Also in loadouts.ini files, is it possible to have drop-down selection options for weapons and shields so that classes are not exceeded for the hardpoints? Sorry for suggesting more than you had in mind! I know I am asking for a new FL Explorer with much more - but that's what we need, and it looks like you can really do it! lol Many thanks for your good work. ![]()
Posted on: 2010/3/15 3:46
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"C" for "Caterpillar"... "Cool"... "Cheesey"! ![]() |
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Re: Freelancer Mod Studio - 0.9.2 OUT (help requested) |
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Not too shy to talk
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Thanks, ok here are your answers ...
Quote: 1. highlight all the applicable properties for the selected object, or grey out the ones that are not valid for it? Oh hey I did not think of that and that would already be possible without the need to convert everything to WPF (see next answer). Can you give me some examples of applicable properties for some objects. Based on what attributes should I seperate them? Quote: 2. add drop-down option lists for all valid properties for the selected object? That was already my plan but I intend to implement it differently than you may think. The tool will scan (one day) every file in the current mod/project. But I did not implement "mod/project management" yet. In order to do it right I would need to do it using WPF but the tool is not fully converted to WPF yet so I would have to: 1. convert the tool to WPF which would result in a better performance but is pretty time intensive 2. implement mod management 3. implement type casting so that you can only enter valid values 4. implement mod scan to get all valid values As you can see I would have to rewrite and add a lot of code which may or may not happen. Quote: 1. Why are New... Mod and Open... Mod... disabled? Because I did not implement mod management yet ... see answer above Quote: 2. Universe map - When I double-clicked on a system to select the system ini file for editing from there, FL Mod Studio crashed with message box "A critical error occurred. Do you want to post an issue report? Input string was not in the correct format." Sorry stupid typo will be fixed in the next version Quote: 3. When I opened shiparch.ini, all the sections are shown in Type order, with all [CollisionGroup] sections first, then all [Ship] sections, then all [Simple] sections, so the true file sequence is lost. They should be in line order please so we can see which [CollisionGroup] and [Simple] section is with which [Ship] section? Oh I did not know that and it looks like a serious problem. I will think about a way to fix it. Quote: 4. When editing loadouts.ini, for SECRET loadouts (wrecks) can we ensure that those loadouts cannot contain engine, shield, power, scanner or tractor options, because that causes errors? Should be possible if I implement answer 1 Quote: 5. Also in loadouts.ini files, is it possible to have drop-down selection options for weapons and shields so that classes are not exceeded for the hardpoints? See answer 2
Posted on: 2010/3/15 15:20
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